• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            天行健 君子當自強而不息

            Controlling Players and Characters(17)

             

            Resource Management


            Resource management plays a major role in your game. For characters to really get
            anywhere or achieve anything, they may need the aid of the items, spells, and other
            objects you’ve constructed for your game.

            In 游戲中物件的定義與使用 you see how to design your game’s
            items and place those items into a master item list. Now is the time to see what you
            can do with those items.

            Resources also include spells that your game’s characters can learn through the
            course of the game. You read more about spells later in this chapter in the section
            “Magic and Spells,” but for now, here is a glimpse of what resources can do for you.

             

            Using Items


            You’ve already seen how to control items in your game using a character inventory
            control system. If you have played with the CharICS demo, you have noticed the lack
            of function for the Equip and Use buttons. Now is the time to understand just what
            will happen when the functionality is put into place in that demo.

            A character can keep track of whatever armor, weapons, and accessories they can
            equip. Because those equipped items are contained within an sItem structure, you
            can query for the associated modified value (stored as sItem::Value) that is used to
            modify a character’s abilities.

            Say that item 1 is a sword. That sword is defined as a weapon and has a modified
            value of 10. If a character is allowed to equip the weapon (as determined by the
            class flags), the appropriate modified value is added to the character’s attack ability
            value. Tracking which item is equipped can be as simple as storing the item number
            in the character definition. Also, because you want to visually display the
            weapon that a character is holding, you might also load a weapon mesh to attach to
            the character.

            As for using items, that’s just as easy as equipping items. Remember that you predetermined
            what each item can be and what it can do. Say that you have a healing
            potion and your player decides to drink it. Once you have checked the usage
            restriction, you can determine that the healing potion is a healing item, and as
            such, adds the item modifier value to the player’s health points.

             

            Using Magic
             

            Magic spells, much like items, are an essential resource for a player’s survival.
            Magic aids the users in some way; stronger attacks, adding better defenses, and the
            ability to heal are typical magic spell fare. Although spells are not needed, they
            sure do help.

            Magic spells are defined just like items. They have an assigned feature. Some spells
            alter the character’s health, although other spells cause certain status ailments
            (such as Poison). Any character can harness magic; they just need to “know” the
            spell and have the matching mana points to cast it.

            In order for characters to know a spell, they must learn it by working through experience
            levels. You can track learned spells by using the bit flags. You can use a 32-bit
            variable to store known spells, with each bit in the variable representing a specific
            spell. By setting a bit in the variable, the spell is learned. Once a spell is learned, it
            is typically known forever.

            Managing spell usage is just like managing items; by displaying a list of spells known
            by a character, the player can determine which spells to cast when and where.


            posted on 2007-11-14 21:04 lovedday 閱讀(155) 評論(0)  編輯 收藏 引用

            公告

            導航

            統計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關鏈接

            搜索

            最新評論

            久久综合亚洲鲁鲁五月天| 国产亚州精品女人久久久久久| 亚洲AV伊人久久青青草原| 欧美久久久久久| 97久久精品无码一区二区| 国产精品成人久久久久三级午夜电影| 日韩欧美亚洲国产精品字幕久久久 | 国产精品伊人久久伊人电影| 亚洲午夜无码AV毛片久久| 无码专区久久综合久中文字幕 | 青青青青久久精品国产h| 久久久久久无码国产精品中文字幕| 中文精品久久久久人妻不卡| 久久精品国产国产精品四凭| 久久亚洲AV成人无码国产| 久久国产精品偷99| 国产精品久久久久久一区二区三区 | 久久最新精品国产| 天天躁日日躁狠狠久久| 中文字幕无码av激情不卡久久| 99久久成人18免费网站| 无码人妻久久一区二区三区免费 | 精品久久久久久国产牛牛app| 日产精品久久久久久久性色| 欧美性猛交xxxx免费看久久久| 99精品久久久久中文字幕| 亚洲av日韩精品久久久久久a| 久久国产亚洲精品| 亚洲Av无码国产情品久久| 久久久久亚洲精品男人的天堂| 日本久久久精品中文字幕| 97精品伊人久久大香线蕉app| 国色天香久久久久久久小说 | 久久香蕉综合色一综合色88| 国产情侣久久久久aⅴ免费| 亚洲伊人久久大香线蕉综合图片| 中文成人无码精品久久久不卡| 久久久国产99久久国产一| 天天影视色香欲综合久久| 亚洲精品国产自在久久| 伊人久久五月天|